Dynamic adjustment of availability of access to video games

ABSTRACT

A number of licenses for play of a video game may be modified or adjusted based on in-game activities of the video game. The in-game activities may be activities of game characters controlled by game players.

BACKGROUND OF THE INVENTION

The present invention relates generally to video games, and moreparticularly to the dynamic adjustment of availability of access tovideo games.

Video games provide a source of entertainment for many. Video gamesoften provide an interactive activity that can be interesting andchallenging, and may allow game players to control game charactersengaged in various simulated activities, including real-life activitiesthat may otherwise be unavailable to the game player. Moreover, the gamecharacters may utilize personal equipment not readily available in thereal world to game players, allowing the game players simulated use of avariety of real world items.

Video games simulation of real world activities may be of a limitednature in a variety ways, however. Video games may not fully simulatethe physicality, or lack thereof, of for example the look and feel ofcontrollers used for simulating equipment. Video games also may notfully simulate general constructs that individuals may face whendesiring to participate in an activity. For example, many real-worldactivities may have limits on the number of participants. Various venuesand locales for example may only be able to accommodate a fixed maximumnumber of people at a time, regardless of how many people may wish toand are otherwise able to enjoy doing so.

BRIEF SUMMARY OF THE INVENTION

In various embodiments a number of licenses available or aspectsrelating to distribution of licenses for play of a video game is basedon in-game activities or results. In some embodiments the number oflicenses available for game play is based on an initial number ofavailable licenses and a number of game areas available for play, withthe number of game areas available for play dependent on in-gameactivities or results. In some embodiments the number of licensesavailable is based on a number of game areas available for play, withthe number of game areas available for play dependent on an initialnumber of game areas available for play and in-game activities orresults. In some embodiments the in-game activities or results arein-game activities of game characters or results of in-game activitiesof game characters. In some embodiments the game characters comprise orconsist of game characters controlled by game players. In someembodiments in-game results include defeat of a preidentified gamecharacter. In some embodiments the in-game results are occurrences ofevents in game play dictated by video game program instructions. In someembodiments the in-game results include a victory by or defeat of a gamecharacter, or a team of game characters.

In some embodiments licenses available based on in-game activities orresults are distributed based on information of game players withlicenses. In some embodiments licenses available based on in-gameactivities or results are distributed based on information of gameplayers whose game characters performed the in-game activities orgenerated the results. In some embodiments the information of gameplayers is identities of others who are to receive the licenses. In someembodiments the information of game players is identities of individualsto receive licenses. In some embodiments game players whose gamecharacters performed the in-game activities or generated the resultsreceive a reward relating to distribution of the licenses. In someembodiments the reward is a financial benefit. In some embodiments thefinancial benefit is determined based on a sale price of a license.

Some embodiments provide a method of modifying a number of licensesavailable for play of a video game, comprising: receiving, by a gameserver, information regarding game play status of a multi-player videogame; monitoring the information regarding game play status for apredetermined game play event during play of the multi-player videogame; determining that a license event has occurred in response to theinformation regarding game play status indicating that the predeterminedgame play event has occurred; and in response to determining that thelicense event has occurred, modifying a number of licenses for play ofthe video game.

These and other aspects of embodiments of the invention are more fullycomprehended upon review of this disclosure.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is a map of game areas of a video game, in accordance withaspects of the invention.

FIG. 2 is a semi-block diagram of a system in accordance with aspects ofthe invention.

FIG. 3 is a flowchart of a process in accordance with aspects of theinvention.

FIG. 4 is a flowchart of a process for modifying a number of licensesfor a video game, in accordance with aspects of the invention.

FIG. 5 is a further flowchart of a process for modifying a number oflicenses for a video game, in accordance with aspects of the invention.

FIG. 6 is a flowchart of a process for determining distribution oflicenses, in accordance with aspects of the invention.

FIG. 7 is a flowchart of a process for rewarding game players forin-game activities or results modifying number of available licenses.

DETAILED DESCRIPTION

FIG. 1 is a map of game areas of a virtual game world for a video game,in accordance with aspects of the invention. The map is used forillustrative purposes, namely as a basis for discussion of how in-gameactivities or results may affect a number of available game licenses. Inthe case of the map of FIG. 1, the map shows a plurality of virtualareas available for play in the video game, and the number of availablegame licenses at a given time may be based on or linked to the number ofareas available for play at the given time. For example, as a number ofavailable areas of play increases, in some embodiments based onactivities of game characters in the video game, so too may a number ofavailable game licenses.

The map of FIG. 1 includes six game areas in which play of the videogame may occur. The game areas may virtually simulate the same ordifferent landscapes, terrains, urban or rural areas, complexes or anyof a variety of different locales or types of locales. The game areas ofFIG. 1 include an Area A 111, an Area B 113, and Area C 115, an Area D121 a, an Area E 121 b, and an Area F 125. Area A, for example, mayinclude features similar to a town, Area B may be a more rural area,Area C may be in the form of a downtown cityscape of a large city, AreaD may include buildings representative of an industrial manufacturingarea, and Areas E and F may both be areas reminiscent of suburbanlocales. In various embodiments some or all of the areas may befantastical areas, or areas representative of a single large structureor representative of a neighborhood or a particular landscape orseascape. In some embodiments some or all of the areas may berepresentative of areas which may be separate from or outside of aspace-time fabric of others of the areas, and which in some embodimentsmy therefore be considered to be non-physical, with such areas forexample an alternate dimension or past or present temporal realms. Insome embodiments one or more of the areas may contain different types orcombinations of areas.

In some embodiments, movement of game characters between areas isaccomplished through passages. In FIG. 1, a first passage 115 connectsArea A and Area B. Similarly, a second passage 119 connects Area B andArea C. Area C, in turn, is connected to Area D and Area E by a thirdpassage 123 a and a fourth passage 123 b, respectively. Area C is alsoconnected to Area F by a fifth passage 127. Accordingly, in theembodiment of FIG. 1, four areas, Areas A, D, E, and F, are eachconnected to only one other area, while Area B is connected to twoareas, and Area C is connected to four areas. Further, although thepassages are shown as occupying appreciable discrete lengths in FIG. 1,in various embodiments, however, some or all of the passages may be inthe form of gates, or even simple dividing lines between abutting areas.In addition, in some embodiments an area or some areas may be completelyenclosed within other areas.

In some embodiments the number of areas available for play of the videogame may change based on in-game activities or results. The in-gameactivities or results may be activities or results of activities of gamecharacters in the video game, in some embodiments, and may be in-gameactivities or results which comprise game scenario changes which affectsome or all of the game characters in the video game. For example, inthe context of FIG. 1, in some embodiments initially only some of theareas may be available for play of the video game, with additional areasbecoming available for play at later times. In such embodiments,initially only a first number of licenses for play of the video game maybe available, with additional licenses becoming available as additionalareas become available for play.

For example, in one embodiment only Area A is initially available forplay, and only a first predetermined number of licenses for play of thevideo game are available. The number of game players that may play thegame is therefore limited to the first predetermined number, and thegame characters controlled by those game players are limited to play inArea A. At a later time, Area B additionally may become available forplay of the video game, and a number of licenses for play of the videogame may be increased. In some embodiments Area B may become availablefor play, and the number of licenses increased, based on activities ofthe game characters in video game play. For example, the gamecharacters, or one or some of them, may perform actions that result inunlocking of a gate, or defeating a video game controlled game characterof group of game characters, or at least one game player or team of gameplayers achieving a predetermined score or level, or some other result,such that Area B becomes available for play.

In some embodiments, instead of or in addition to new areas in becomingavailable for play in an existing video game world, new instances of thevideo game may become available for play. For example, if playersperform certain predefined actions in a first game world, a secondinstance of the same or different video game world may be created suchthat new players may join the second instance of the video game worldand play in the second instance of the video game world independently ofthe first video game world. In other embodiments new areas and/orlicenses may become available in a different video game altogether.

Similarly, further actions by game characters may result in Area Cbecoming available for play, along with further licenses for play of thevideo game becoming available. In some embodiments, still furtherserially performed actions by game characters may result in Areas D, E,and F serially becoming available for play, along with concomitantadditional licenses also becoming available. In some embodiments,however, the further actions by game characters that result in Area Cbecoming available for play may also result in some areas connected toArea C, for example Areas D and E, also becoming available for play,along with the further licenses associated with those areas becomingavailable.

In some embodiments all of the areas may be available for play at theoutset, with further licenses for play of the video game becomingavailable based on actions by game characters, or in some embodimentsgame scenario changes which affect some or all of the game characters inthe video game. The availability of further licenses, therefore, in someembodiments may be based on in-game activities or results, without anaccompanying change to an aspect of the areas available for play of thevideo game. In various embodiments, for example embodiments in whichadditional areas become available for play, the availability of furtherlicenses is accompanied by a change to an aspect of the virtual world ofplay of the video game, for example the areas available for play. Inother embodiments, the availability of further licenses is accompaniedby other changes to aspects of the virtual world of play of the videogame, for example the virtual items, non-player characters, challenges,objectives, and missions available in the virtual world.

In some embodiments some or all of the newly available licenses for playof the game are distributed or distributable by at least some gameplayers who had licenses immediately prior to an event giving rise tothe newly available licenses. In some embodiments the at least some gameplayers comprise all game players who had licenses immediately prior toan event giving rise to the newly available licenses. In someembodiments the at least some game players comprise, and in someembodiments consist of, those game players who achieved particularresults during game play related to the event giving rise to the newlyavailable licenses. In some embodiments remuneration, based ondistribution of the newly available licenses, is provided to at leastsome game players who had licenses immediately prior to an event givingrise to the newly available licenses.

FIG. 2 is a semi-block diagram of a system in accordance with aspects ofthe invention. The system includes a plurality of game devices 211 a-dcoupled to each other and a game server 213 over a network 215, whichmay be for example the Internet.

The game devices are shown as including a game console, a gamecontroller, and a display. In various embodiments the game devices mayinstead or in addition comprise a personal computer, a tablet computer,a smart phone, and/or some other compute device, each configured forvideo game play. In addition, for purposes of illustration, only a smallnumber of game devices are shown in FIG. 2, in most embodiments thenumber of game devices may be over a thousand, and may be an order ofmagnitude or orders of magnitude greater than that.

The game devices are configured, or configurable, for play of a videogame, for example a multi-player video game. In some instances initiallyonly one player may be able to play the video game, for example untiladditional licenses are made available. Accordingly, for purposes ofthis disclosure a multi-player video game may in some circumstances onlyhave a total of one license for a single player to play the game orotherwise be accessible and playable by only one player until certainconditions are met, for example as discussed herein. During play of thevideo game, a game player utilizes the game controller or other inputdevices of a game device to control actions of a game characterassociated with the game player. During game play, the game character,responsive to commands provided by the game controller, is in andinteracts with a virtual world and its other inhabitants, some of whommay be game characters controlled by other game players and some of whommay be game characters controlled by the video game itself.

In multi-player video games, the game server receives informationregarding game play status from the game devices, with the game serverdistributing the game play status to the various game devices. In someembodiments the game server may instead receive requests for gamecharacter actions from the game devices, with the game serverdetermining game play status and distributing information regarding gameplay status to the game devices. The game server is shown in FIG. 2 as astand-alone server. In various embodiments, however, functions of thegame server may instead be performed by a game device.

Part of the game devices being configured for play of the video gameincludes possession of a license to play the video game. In someembodiments the game server may provide the licenses to game devices.Provision of the licenses may depend on licenses being available, with anumber of licenses available being dependent on in-game activities orresults. In various embodiments other servers or devices may insteadissue licenses for play of the video game, with the other servers ordevices in communication with the game server, for example so as toreceive notification of a license event, based on in-game activities orresults, indicating a modification to a number of available gamelicenses. In some such embodiments the other servers or devices, whichmay be considered license servers, may also receiving informationrelating to the in-game activities or results pertaining to the licenseevent.

As an example, in one example embodiment initially game devices 211a,b,c may be configured for play of a video game, including having alicense to play the video game, while game device 211 d is not soconfigured. Moreover, for the purpose of this example embodiment, nolicense may be available, at least initially, for game device 211 d.During play of the video game, by game players using game devices 211a,b,c, the game characters of those game players may achieve aparticular result, for example a victory over a set of non-playercharacters, that increases a number of available licenses. In some suchembodiments, the game server (or license server, depending on theembodiment) may allow distribution of an additional license for play ofthe video game. The distribution may be by way of sale of the additionallicense, for example to a game player utilizing the game device 211 d.In some embodiments one or more of the game players associated with gamedevices 211 a,b,c may receive remuneration from the sale of the license,for example based on the exploits of their game characters in achievingthe particular result that increased the number of available licenses.The remuneration may take various forms, and may for example be in theform of virtual currency, in-game items, real-world monetaryremuneration, or various other items or objects.

FIG. 3 is a flowchart of a process in accordance with aspects of theinvention. In some embodiments the process is performed by the system ofFIG. 2. In some embodiments the process is performed by one or moreprocessors, for example configured by program instructions. In someembodiments part of the process is performed by a game server, forexample the game server of FIG. 2. In some embodiments part of theprocess is performed by one or more game devices, for example the gamedevices of FIG. 2. In some embodiments part of the process is performedby a license server.

In block 311 the process determines if there has been a request to playa video game. In some embodiments the request is made by a game device.The request may be received, for example, by a game server, or in someembodiments a game device.

If there has been a request, in response in block 313 the processdetermines if a user associated with the request has a license to playthe game. The license, for example, may be in the form of a numeric oralphanumeric or other code, which may be verified, for example by a gameserver. If the user has a license to play the game, the process proceedsto block 319 and play of the video game by the user using a game devicecommences (or recommences). In some embodiments information about thelicenses and/or game state may be recorded in a blockchain or othersimilar cryptographically secured public ledger.

If the user does not have a license, the process determines in block 315whether a license is available to distribute to the user. In someembodiments a number of licenses available for play of the video gamemay be limited, with the number of licenses available changing over timebased on in-game activities and/or results of video game play by thosewho already have licenses and/or elapsed time. If no licenses areavailable, the process returns. If licenses area available, however, theprocess continues to block 317.

In block 317 the user obtains a license. In some embodiments the userobtains the license by participating in a commercial transaction inwhich the user provide payment in return for the license. In someembodiments the user receives video game software, for exampledownloaded from a server, along with the license (which may be embeddedin the video game software).

In block 319 the user plays the video game. In some embodiments play ofthe video game is accomplished with the user providing user inputs to agame device, for example by way of a game controller or other user inputdevice, to control a game character in and interacting with a virtualworld. In many embodiments the video game is a multi-player video game,and the game device provides information to a game server as to statusof the game and game character, with the game device also receiving fromthe game server status of the game and other game characters controlledby other game players.

In various embodiments activities of the game character and/or the othergame characters controlled by other game players, and/or results ofthose activities, result in a change in a number of licenses availablefor play of the video game. In such embodiments, the game server maymonitor status of game play for such events, which may be consideredlicense events. The game server may change the number of availablelicenses for play of the video game in response to an occurrence of alicense event. In some embodiments the game server may make additionallicenses available in the event of a license event. In some embodimentsthe game server may notify a license server of the occurrence of thelicense event, along with an indication of the nature of the licenseevent in some embodiments. In such embodiments the license server maychange the number of available licenses for play of the video game.

The process afterwards returns.

FIG. 4 is a flowchart of a process for modifying a number of licensesfor a video game, in accordance with aspects of the invention. In someembodiments the process is performed by the system of FIG. 2. In someembodiments the process is performed by one or more processors, forexample configured by program instructions. In some embodiments part ofthe process is performed by a game server, for example the game serverof FIG. 2. In some embodiments part of the process is performed by alicense server.

In block 411 the process determines if an in-game license event hasoccurred. In some embodiments the game server determines if the in-gamelicense event has occurred. In some embodiments the game server notifiesa license server if the in-game license event has occurred. In someembodiments the in-game license event is an occurrence of apredetermined event during game play. In some embodiments thepredetermined event is an event that results in additional game areas ina virtual world being available for play. In some embodiments thepredetermined event is attainment of a predetermined game level by agame player, or a predetermined number of game players, or apredetermined ratio of game players to total game players, or some othercriteria. In some embodiments the predetermined event is a particularoutcome or result of a challenge or battle involving one or more gameplayers. In some embodiments the predetermined event is one or moreparticular victories by game players. In some embodiments the sale of acertain number of licenses triggers the existence or commencement of anin-game license event. For example, an in-game license event maycommence when a threshold number of licenses (e.g., 100 licenses, halfof all licenses, all licenses, etc.) have been sold.

If no in-game license event has occurred, the process returns. Otherwisethe process continues to block 413.

In block 413 the process modifies a number of licenses available forplay of the video game in response to the occurrence of the in-gamelicense event. In some embodiments the game server modifies the numberof licenses. In some embodiments the license server modifies the numberof licenses. In some embodiments the number of licenses is modified by apredetermined amount. In some embodiments the number of licenses ismodified based on a number of previous number of licenses available forplay of the video game immediately prior to the occurrence of thein-game event. In some embodiments the number of licenses is modifiedbased on a type of event for the in-game license event. In someembodiments the number of licenses is modified in accordance with anequation of the form y=mx+b, where y equals a number of licensesavailable after occurrence of the license event, x equals a number oflicenses available prior to occurrence of the license event, m is a realnumber, and b is an integer. In some such embodiments rounding ortruncation may be performed such that y is an integer. In someembodiments some other equation may be used to determine y. As examples,in some embodiments m may be equal to 1 and b may be equal to 1000, insome embodiments m may be equal to 1 and b may be equal to −1000, insome embodiments m may be equal to 1.1 and b may be equal to 0, in someembodiments m may be equal to 0.9 and b may be equal to 0, in someembodiments m may be equal to 0.95 and b may be equal to 10,000, and insome embodiments m may be equal to 1.17 and b may be equal to 1237, andin some embodiments m may be equal to 1.1 and b may be equal to −25,000.In some embodiments, changes in numbers of licenses may be allocatedbased on various activities of game players (e.g., extent of game playby game players in a predetermined amount of time, extent of game playparticipation by game players in certain in-game license events, resultsof contests engaged in by game players, or effects of in-game events.)

The process thereafter returns.

FIG. 5 is a further flowchart of a process for modifying a number oflicenses for a video game, in accordance with aspects of the invention.In some embodiments the process is performed by one or more processors,for example configured by program instructions. In some embodiments partof the process is performed by a game server, for example the gameserver of FIG. 2. In some embodiments part of the process is performedby one or more game devices, for example the game devices of FIG. 2. Insome embodiments part of the process is performed by a license server.

In block 511 the process conducts game play of a video game. During gameplay, game players may control game characters using user input devicesof game devices, with the game devices reporting game status informationto a game server. The game server may distribute the game statusinformation amongst the game devices, allowing for multi-player play ofthe video game.

In block 513 the process determines if a license event has occurred. Insome embodiments a license event may be any of a boss defeated event, anopposing side defeated event, a new area opened event, or a gamegenerated event. FIG. 5 assumes the license event is one of theforegoing events, for illustrative purposes. In various embodiments,however, some or all of those events may not be license events, andother events may instead or in addition be license events, and in someembodiments some of the events separately specified may be combined intoa single event. If no license event has occurred, the process returns tooperations of block 511.

If a license event has occurred, the process continues to one of blocks515 a-d, depending on a type of license event that has occurred. If thelicense event is a boss defeated license event, the process continues toblock 515 a. A boss defeated license event may be, for example, an eventwherein a particularly dangerous or skilled video game controlled gamecharacter is defeated by game character(s) controlled by game players.If the license event is an opposing side defeated license event, theprocess continues to block 515 b. An opposing side defeated licenseevent may be, for example, an event wherein a first team of gamecharacters defeats a second team of game characters under rules of acontest of the video game. The first team of game characters willgenerally be at least partially controlled by game players, and thesecond team of game characters may be controlled by the video game, forexample. If the license event is a new area opened license event, theprocess continues to block 515 c. A new area opened license event may bewhen a new area of a virtual world of video game play becomes availablefor entry, or opened, by game characters controlled by game players. Invarious embodiments a new area may be opened as a result of gamecharacters controlled by game players achieving a predetermined result,or in some embodiments based on some other criteria implemented by thevideo game. If the license event is a game generated license event, theprocess continues to block 515 d. A game generated license event may bewhen an event generated by the video game, for example at apredetermined time, a time based on a random or pseudo-random number, orupon the occurrence of some other predetermined criteria. The licenseevent may also be time and date based, for example a license event maybe defined as a particular date and time and/or span a specific timeperiod.

In some embodiments a hierarchy of license events may be established todetermine processing for a license event, for example in the event twoor more license events occur based on a same in-game event. For example,in the foregoing, a boss defeated license event may also be an eventthat results in newly opened areas, in some embodiments. In such a case,the process may, based on a predetermined hierarchy, determine that aboss defeated license event may supersede a newly opened area licenseevent, with the process performing processing for the boss defeatedlicense event instead of the newly opened area license event. In otherembodiments, however, processing for both license events may beperformed.

In some embodiments in blocks 515 a-d the process determines a change ina number of licenses available for play of the video game, with thechange in the number being dependent on the type of license event. Insome embodiments the process in addition determines applicability ofcredit to various game players for the occurrence of the license event,for at least some of the license events. In some embodiments a gameserver transmits an indication of the license event to a license server,and the license server determines the change in the number of licenses.In some embodiments an indication of game players responsible for orextent of particular game players responsibility for the defeat of theboss is determined, and in some embodiments transmitted to the licenseserver. In some embodiments an indication of importance of the licenseevent for a number of available licenses to play the video game isdetermined, and in some embodiments transmitted to the license server.

In block 517 the process modifies the number of licenses for play of thevideo game. In some embodiments the process modifies the number oflicenses available based on a predetermined number and the licenseevent, or a type of the license event. In some embodiments the processmodifies the number of licenses available based on an existing number oflicenses for the video game, prior to the license event, and the licenseevent. In some embodiments the process utilizes a mathematical formulain modifying the number of licenses.

The process thereafter returns.

FIG. 6 is a flowchart of a process for determining distribution oflicenses, in accordance with aspects of the invention. In someembodiments the process is performed by the system of FIG. 2. In someembodiments the process is performed by one or more processors, forexample configured by program instructions. In some embodiments part ofthe process is performed by a game server, for example the game serverof FIG. 2. In some embodiments part of the process is performed by alicense server.

In block 611 the process determines a number of additional licenses forplay of a video game. In some embodiments the process determines thenumber of additional licenses based on a license event. In someembodiments the process determines the number of additional licensesbased on a predetermined criteria. In some embodiments the processdetermines a number of additional licenses as discussed with respect toblock 413 of the process of FIG. 4 or block 517 of the process of FIG.5. In some embodiments the process determines the number of additionallicenses based on a number of already existing licenses.

In block 613 the process determines a number of current game players ofthe video game. In some embodiments the current game players are thosegame players with a license to play the video game.

In block 615 the process determines a distribution of the additionallicenses amongst the current game players. In some embodiments theprocess instead determines a distribution of credit for the additionallicenses amongst the current game players. In some embodiments thedistribution of additional licenses, or credit for the additionallicenses, is an even distribution amongst the current players. In someembodiments the distribution of additional licenses, or credit for theadditional licenses, is a distribution that varies based on an extent ofresponsibility each game player is credited for occurrence of an in-gamelicense event. In some embodiments the distribution of additionallicenses, or credit for the additional licenses, is a distribution thatvaries based on a number of points or a number of levels a game playerhas attained.

In block 617 the process distributes the additional licenses, or creditfor the additional licenses, amongst the game players. In someembodiments the additional licenses are distributed to the additionalgame players for each to further distribute as they may see fit. In someembodiments the additional licenses may be provided to additional gameplayers identified by the game players. In some embodiments credits, forexample in the form of remuneration, are distributed amongst the gameplayers, with the credits based on an aspect of the additional licenses,for example a sale price of the additional licenses. In some embodimentsthe credits are in-game credits. In some embodiments the credits arefinancial payments paid to the game players.

The process thereafter returns.

FIG. 7 is a flowchart of a process for rewarding game players forin-game activities or results modifying number of available licenses. Insome embodiments the process is performed by the system of FIG. 2. Insome embodiments the process is performed by one or more processors, forexample configured by program instructions. In some embodiments part ofthe process is performed by a game server, for example the game serverof FIG. 2. In some embodiments part of the process is performed by alicense server.

In block 711 the process receives an indication of a license event thatoccurred during and as part of play of a video game. In some embodimentsthe indication identifies a type of license event. In some embodimentsthe indication identifies a particular license event, and indicates gameplayers responsible for or whose actions led, at least in part, tooccurrence of the license event.

In block 713 the process allocates credit for the occurrence of thelicense event amongst game players. In some embodiments the credit isallocated based on particular actions of game characters controlled bythe game players. For example, a particular game character, or team ofgame characters, may have taken particular actions resulting in defeatof a video game boss, and credit may be allocated to game players forthose game characters, possibly instead of other game players. Also forexample, a particular team of game characters may have been involved ingame activities leading to a particular specified outcome, and creditmay be allocated to game players for those game characters, possiblyinstead of other game players.

In block 715 the process rewards game players based on the allocation ofcredit for the occurrence of the license event. In some embodiments thereward is an in-game reward. In some embodiments the reward is afinancial reward.

The process thereafter returns.

Although the invention has been discussed with respect to variousembodiments, it should be recognized that the invention comprises thenovel and non-obvious claims supported by this disclosure.

What is claimed is:
 1. A method of modifying a number of licenses available for play of a video game, comprising: receiving, by at least one server, information, from a plurality of game devices configured for play of a multi-player video game, regarding game play status of the multi-player video game, wherein a license for play of the video game is required for play of the video game; monitoring, by the at least one server, the information regarding game play status for a predetermined game play event during play of the multi-player video game, the predetermined game play event being achievement of a particular result by one or more game characters controlled by one or more game players; determining, by the at least one server, that a license event has occurred in response to the information regarding game play status indicating that the predetermined game play event has occurred; in response to determining that the license event has occurred, modifying, by at least one server, a number of licenses available for play of the video game.
 2. The method of claim 1, wherein a game server receives the information regarding game play status and a license server modifies the number of licenses available for play of the video game.
 3. The method of claim 1, wherein the predetermined game play event is a game play event based on actions in play of the video game of one game character controlled by one game player of the one or more game players.
 4. The method of claim 1, wherein the predetermined game play event is a game play event based on actions in play of the video game of a plurality of game characters controlled by a plurality of the one or more game players.
 5. The method of claim 1, wherein the number of licenses for play of the video game is modified by a predetermined amount.
 6. The method of claim 1, wherein the number of license for play of the video game is modified based on a number of licenses for play of the video game prior to occurrence of the preidentified event.
 7. The method of claim 1, wherein the number of licenses for play of the video game is modified based on a type of the preidentified event.
 8. The method of claim 1, wherein the modification of number of licenses for play of the video game is an increase in the number of licenses for play of the video game.
 9. The method of claim 8, further comprising distributing the licenses of the increased number of licenses based on information provided by the game players.
 10. The method of claim 8, further comprising determining an allocation of credit for occurrence of the preidentified event amongst the game players.
 11. The method of claim 10, wherein the allocation of credit is based on activities of game characters controlled by the game players.
 12. A method of modifying a number of a licenses for licensed play of a video game, comprising: providing licenses for play of the video game to a first plurality of game players; determining that a license event has occurred based on licensed game play of the video game by the first plurality of game players; increasing a number of licenses for licensed game play of the video game in response to determining that the license event has occurred; and distributing licenses resulting from increasing the number of licenses to a second plurality of game players; and allowing the second plurality of game players to participate in licensed game play of the video game in addition to allowing the first plurality of game player to participate in licensed game play of the video game.
 13. The method of claim 12, wherein distribution of the licenses resulting from increasing the number of licenses is based on information provided by game players of the first plurality of game players. 